Dwarf Species Details
Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.
Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.
On some worlds in the multiverse, the first settlements of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance settings have such communities.
Dwarf Traits
Creature Type: Humanoid
Size: Medium (about 4–5 feet tall)
Speed: 30 feet
Darkvision
You have Darkvision with a range of 120 feet.
Dwarven Resilience
You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Dwarven Toughness
Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Stonecunning
As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
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Posted Mar 4, 2026I smell some hidden progresism here, leveling all races as if they were equal. Ruining the palette and pushing the narrative towards a greyish narrow variety. Like in the real world, different races have different traits, a fantasy world allows you to make the real, perceivable and measurable difference between races, yet sublte but notizable enough to make a difference statistically, into a more pronounced differentiated races, more creative with struggles that add color to the role play.
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Posted Mar 20, 2026Do dwarves have a burrowing speed?
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Posted Mar 20, 2026They do not. That kind of thing would be listed in the species traits.
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Posted Mar 27, 2026Am I required to comment?
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Posted Mar 27, 2026Nope!
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Posted Apr 8, 2026I completely disagree, medium armor prof, vs more hp, vs some innate spells was just as distinctive as 1 cantrip, vs, 5 ft of movement, vs some innate spells is.
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Posted Apr 8, 2026Not all dwarves have huge muscles.
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Posted Apr 29, 2026nie polecam bro nie wiem kogo wybrac bardzo sie boje
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Posted May 1, 2026Boring, dumbed down garbage, as seems to be the trade mark of the new edition.
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Posted May 7, 2026Hi
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Posted May 7, 2026Comment?
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Posted May 30, 2026I want to be 2ft tall and have massive jaw strength
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Posted Aug 26, 2026FOR EREBOR!!!!
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Posted Aug 28, 2026Hm…
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Posted Aug 28, 2026There have been so many answers to this question and none of them really hit the mark. It's less that "oh the subraces were just not that distinct before" and more that the design space that races are allowed to occupy has shifted to the point that everything mountain dwarves used to do is now gone
There used to be two mechanical benefits to playing a mountain dwarf: Mountain dwarves got a better ability score improvement (+2 to two different stats instead of +2 to one stat and +1 to another) and mountain dwarves got light & medium armor proficiency.
Ability score improvements are no longer tied to race, they are instead tied to background.
Additionally, modern dnd race / species design paradigms wants to avoid giving species weapon proficiencies, tool proficiencies, and armor training, and will only give out skill proficiencies as part of a race if there is some sort of justification for why it is an biologically innate trait and not a cultural thing. In general, your species should give you things that are biologically innate to that species (typically spells, unarmed strikes, movement speed). See also how rock gnomes went from getting tinker's tools proficiency to instead getting a pair of innate cantrips.
Dwarven culture is one way in one setting, but it may be completely different in another, it's not like they pop out the womb knowing how to brew ale or swing a battleaxe. You could let the player choose what proficiencies you get from the race to reflect how dwarven culture looks in this particular setting, but at that point we imply that dwarves are innately more flexible learners or something and that's meant to be humanity's thing.
So, in order to keep mountain dwarf around as a separate option without making your "dwarf raised by elves" character weird, you'd need to invent a new set of racial traits to give mountain dwarves. But the flat hp bonus per level works arguably better for mountain dwarves than it does for hill dwarves.
Also medium armor was just a terrible thing to give mountain dwarves to begin with. They are supposed to be the warrior subrace, as opposed to the hill dwarf who are supposed to be the dwarven cleric spec. But every single martial class already gives you proficiency in medium armor, so armor training only benefits you if you are playing like a wizard, sorcerer, bard, warlock, rogue or another class equally unsuited for the ability scores it gives you. Only time i ever played a mountain dwarf fighter was when TCoE released and i made a rune knight fighter who was doing the Ron Swanson bit of just happening to be an expert blacksmith, carpenter, chef, and a dozen other "dad skills" becuase i traded in the weapon and armor profs for more tools.
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Posted Sep 20, 2026What about mountain dwarfs? I'm trying to be a Mount dwarf sorcerer
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Posted Sep 23, 2026Mountain Dwarves were a "subrace" in the 5e rules. Subraces aren't really a thing anymore in 5.5e.
If you're looking for the 5e Dwarf species, which had subraces like Mountain Dwarf, you can find it here.
If you're playing under the 5.5e rules, then the idea of a "Mountain Dwarf" is setting-specific flavor with no mechanical impact, so you don't really need to worry about it when using D&D Beyond's character builder.